It should be noted that there is never any need to put attribute modifiers like StrokeWidth or Fill Color on "child" shapes you intend to Combine. The combined shape will always use the attribute modifiers of the primary (first) "parent" shape.

I would also note that there is no need for a Stroke Color if StrokeWidth is equal to zero.

Lastly, I would suggest that since you are going to move the child shape "down", so the top corners of the child shape don't interfere with the top corners of the parent shape, you need to then also make the child correspondingly "shorter" if you want the overall size to remain the same.

It should be noted that there is never any need to put attribute modifiers like StrokeWidth or Fill Color on "child" shapes you intend to Combine. The combined shape will always use the attribute modifiers of the primary (first) "parent" shape.

I would also note that there is no need for a Stroke Color if StrokeWidth is equal to zero.

Lastly, I would suggest that since you are going to move the child shape "down", so the top corners of the child shape don't interfere with the top corners of the parent shape, you need to then also make the child correspondingly "shorter" if you want the overall size to remain the same.

So in short, I'm first drawing an empty "frame" around the area for my overall shape, so I get the "stroke" I want.

Then I draw each of the individual "top" and "bottom" shapes, with no "stroke", and then use Combine to eliminate the corner radius from the bottom of the "top" shape, and the top of the "bottom" shape. Size and position these shapes so they fit within, but don't overlap, the "frame" we first drew. Remember that strokes are 1/2 "inside" and 1/2 "outside" the shape they define. That is why there are some fractional heights and widths.

If you have a rectangle defined at 2,2 and a StrokeWidth of 1, the stroke is actually drawn on 1.5,1,5 and extends to 2.5,2.5

Not quite sure why you have the shape "inset" in the skin and have SkinWidth and SkinHeight defined, but perhaps it is to simplify "Snap to edges", and that is up to you. I more or less went with what you had.

In truth, probably the right way to do this is to just draw the "top" and "bottom" shapes using a Path shape, and just exclude the stroke on the bits of the path where you don't want them, using SetNoStroke. This could be done with 2 shapes instead of 7. Having said that, Bézier curves (for the corners) are a bit outside my wheelhouse, so I went with the brute force approach.

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Thx for the answer and the explanation.
As far as the SkinHeight and SkinWidth are concerned, i don't need them here(but smh they are here), but don't now how to make a skin like this (see the code) not using that option, if possible. I'm stuck with SkinHeight since it hasn't got the dynamic value ability and have to enter the values manually for every CPU Cores number.
I'd like if it can be done not using the options.
Here i have 4 cores (must enter manually 154 into SkinHeight)

I've made "SkinHeight determinator" just to know what are the exact values for certain Core numbers to avoid either skin cut or inability to move the skin t0 the bottom edge.

I will go with this 7 shapes for the time being until i get some more skills with the Paths, curves... Thx for the effort and advices mate! Any your suggestion is welcome since your knowledge of this is many times above mine. More or less the same goes to balala, electic...